#suggestions-discussion
1 messages · Page 69 of 1
it's when you get the upgrade for blood moon anyways
where you get more than two weapons from it
it's not weapons, it's Blood Orbs that important
blood altar in new craigs 
I still prefer blood orb just being in Brimstone Crate but people hate fishing so it is a no go
or wait until 1.4.4 and you (suggest to add) some strange recipe that transform into a 1 time blood moon summon consumable item with shimmer
wait its used for zergs???? what????
just goes to show how much i rely on alchnpc then
it's meant to be a catchup anyways
still the zerg ingredient being in the blood moon spawner would make sense
imagine using alcnpc when you can just use cheat sheet
fr this is why i think bloody tear being a guarnteed spawn in the brim craigs would be a good change
also you can't even use blood orbs til post skele
true
imagine being unable to craft Money Trough and Blood Orange until endgame 
I prefer shimmer (though 1.4.4) just because shimmer tend to have the "altering effect" so you dont have to have bloody tear themed item in the gamefor it to work
that or still brimstone crate because bloodstone is tied
money trough users when I show them chester (this is something they have never seen before)
byeah no guarantee is cringe
bloodstone being tied to 3 different biome moment
just put it in a craig chest!! which is both bloodstone related and a guarnteed spawn
bloody tear really does need to be able to be gotten naturally outside of blood moons
true
chester users when my Money Trough don't jump all over the fucking place (they currently high on Adderall)
maybe it could drop from EoC
it's what most people do anyways
i would suggest it but a sugg regarding it is far more likely to happen once ravager is actually moved
I think if they want bloodstone to stay in Crags, enemies should at least drop it's more
just wait for the Ravager post-ML retier rework that will be the only source of bloodstone which will happen precisely around soon™️
I was farming them, with Zerg, got 2 in 30 mins and then I was like wait Ravager
not sure if that's part of the rework
I think it was mentioned at some point that Ravager will become the only source of bloodstone after the retier
(though they can have a change of plan, like moving GSS to post-ML which is now denied by Fabsol himself)
chester users when I show them void bag in 1.4.4 (it's the objectively superior storage option that doesn't even consume any equipment slots)
chester when you can just have autotrash
would you like to play sugg bingo, or try to get an actual result out of dev hell
too bad slimes exist so if you pop zerg potion for 30 seconds in a place where slimes can spawn your inventory will be filled with 5-10 of each pre-HM ores, 1-2 of random pre-HM potions and like 30-40 of each HM ores that have ore slime
my man got free stuff
can't wait for shimmer to obliterate ore slimes
god
it would be so awesome, it would be so cool
imo ML can have some Daybroken resistance lmao
Absolutely no weapon other than this would have 4100*4 DoT per second
is he that weak to heat debuffs? daybroken does 800 dps at max with out him being weak to it but over 5x the damage, wtf
yes, ML is weak to fire-related debuffs
that's a 5x, and Slimed boost it by another 2x
then bring other items that buffs fire debuffs, and we have this
daybroken (the debuff) is balanced around being stacked 1 time, which is why
and daybreak is the only weapon being capable of inflicting multiple stack of daybroken
so ya probably oversight
I mean, nothing at that stage can deal a 16400 dps on single target right
and yet you don't need to be any glass build to reach that with Daybreak
sorry, what I mean is it is probably an oversight that cause the weapon to be this powerful, so ya it probably should be nerfed
things other than daybreak inflict daybroken?
solar eruption iirc, and some others do
but ya, only daybreak is capable of inflicting it multiple times
Nevermind, anyways, imo Oiled should have the effects of Slimed rn (and have more weapons to inflict it) and Slimed can be tweaked to be weaker. For ML maybe they can limit Daybroken max stacks on him or simply add resistance?? idk
It's kinda ridiculous that a Slime Gun can boost a Lunar Pillar debuff by more than 100%
actually it is more than I thought which is surprising
in vanilla it is 25 dps, in calamity it is buffed to 100
and daybreak can stack it to like 8x (other weapon = 1x)
It's always 25 DoT but procs 4 times every second, which is 100 dps
regular damaging debuffs procs 2.5 times every second, and Daybroken is one of the exceptions
but ya tldr it probably need nerfs (Altix probably can do clearer explanation but I am not familiar with NPC dps coding)
@hot zephyr apparently Daybroken debuff on Daybreak is quite funny on Moon Lord when combined with slime gun
Ye it's both very funny and kinda frustrating that the most effective way of buffing your fire debuffs is to use Slime Gun
Oiled's +25damage per second is more and more awkward as the game progresses
not to mention that few items inflict it
Flat damage buffs be so quirky
And this is very likely the cause of many oversights
what even inflict oiled
the only one I can find is totality breaker, and maybe vanilla molotov
more debuff shenanigans
Isn't it +25%
Awh, makes sense
@worthy ocean what are you actually asking for (i can guarantee this is not the place for it
I want the hp bars to have a standalone mod for just the hp so I can use the health bars with any mod pack even if calamity itself conflicts with that pack
a separate mod with just calamity's vanilla changes that calamity would need to have enabled to work was proposed at one point but denied i think
This wouldn’t have the recipes
So it could work client side hopefully
As it would just change the hp bar
either way you'll need to separate the title from your suggestion (shift + enter on pc) for the bot to be able to pass it to voting
also might be a good idea to have some more reasoning
thats even less useful than the other one, so i don't see that getting in either
Part of this idea is to make a way to have the health bars without issue of conflicting mods since the health bars could be client side
You can disable calamity healthbars though
Calamity doesn’t need changes with this
This would be able to be a way to run just the health bar changes
So you want them to make a mod that just adds the healthbars?
vanilla already has health bars now...
if you want numbers on them just use the mods that improve the vanilla health bars lmao
yeah I think asking for basically creating a "separate mod" is a don't somewhere
- trying to read it gave me a stroke
because next in line will be "calamity vanilla recipe as a separate QoL mod", "calamity fishing crates changes", "calamity infinite boss summon item"....
The Metal Gear rising revengance health bars
Say if I have like 22 other mods and my pc can’t also run calamity or I just don’t want calamity content but do want the metal gear rising revengance health bars I could then do so with this
I dont think suggestions allow for suggestion that involves "creating a separate mod"
I checked and there actually isn’t any mods that do this. And I did spent a decent amount of time looking, I should say this is for the most recent version, maybe on much older versions of terraria/tmodloader there are/is mods that do this but on the here and now I haven’t found.
Reasoning is this ^
There’s mods that change things like recipes and such, but I haven’t found any mods that change just the boss health bars to metal gear rising revengance health bars, and just taking this little feature alone could be done client side, nothing big, nothing with any real need to work on it seperate pretty much copy the healthbar stuff and paste it by itself and call it done.
The reason I suggest this is because there isn’t anything out there that does this, and just this, or even modifies boss health bars like this period
Will just let the mods to see if it can be passed (since I did heard at some point that any suggestion involving creating a separate mod is a dont, even for miniscule things)
And I dont think "it is demanded" as a reasoning works perfectly here. If this suggestion pass people will just ask for vanilla recipe changes as a separate mod, then vanilla enemy nerf, planetoid standalone, lifecrystal recipe... Calamity dont really have to do the job for other people as if it is truely this easy to implement, other people can do it too
Especially in this case that 'calamity boss hp bar' is literally jusy MGRR hp bar, it will make it look ultra bad if they posted it as a calamity thing
aren't there plans to change the MGRR health bar anyway to something more... actually invocative of the mod?
cool, you still can't suggest that lmao
I dont think there is any plan, though it do serve its purpose
ive heard talks about it from the devs a couple times at least
It is clean in design so no complains there, I will dislike it more if they try to like make it unique or super fancy but hard to look at
i think the plan was to make it less. exactly the same as MGRR and more useful for what cal actually does
i know there's a lot of requests for phase transitions to be marked somehow, so that could be an option
There was some alteration yeah, like I think the enrage colour change bar (above hp bar) is not originslly mgrr?
Phase transition one I used the vanilla hp bar for reference instead of mgrr one, but yeah I guess that can work too
regardless, making the health bar separate isn't a valid sugg because it isn't even about cal. it would be about taking something out, and so far, not a single "take the vanilla mods out and make them their own thing" has ever passed. im not sure if it's a don't, but it probably should be
Say I want the metal gear rising revengance health bars to be useable with anything heck just any way to truly change boss health bars like this so things like combos and such can be displayed, I just don’t see any mods to do this
And I’m not saying to cut stuff
i realize, that doesn't make it any more valid lmao
What I am saying is they can essentially copy paste this client side
Then tldr if it is that easy just ask for anyone else who can code to make it
That is always the gist of it
May I ask for who would be able to?
Probably just ask in like #help-advice-read-pins or #calamity-mod-talk or whatever to see if people are willing to do it
Because trying to make it happen through suggestion is unlikely
i refuse to believe there are no other boss bar modifications mods on tmodloader
(because of reason above, mainly that it is not really a 'calamity hp bar' , they cant advertise it as their own thing)
There’s none for metal gear rising revengance health bars
ok so just use a different one that serves the same purpose
Making it a client side mod
I mean the red, Yknow how the red is how much health you have comboed off enemy, and not attacking for a short time it fades to gone?
Try summoning moon lord
Or deveourer
Slash em say 3 times, see the red hp that replaces the health to show the damadge and combo
Then you wait a short time and the red fades leaving just the yellow in such a way you can see the missing amount of enemy hp?
????
or maybe it's another boss health bar
either way such a feature exists in an existing mod
Yknow the red of combos?
After weeks of dedication and frustration, I present you; Calamity, the Ultimate challenge - Death mode Boss Rush NO HIT.
Notable fails: 95% | 98.3% | 99.6%
Total failed attempts: 1,203
Fight duration: 12 minutes 8 seconds
Top 5 hardest bosses in this event (most frustrating)
1st: Supreme Calamitas
2nd: Providence, the Profaned Goddess
3rd: Ca...
it's got the same feature, like, sure it isn't red but it has a transparent section showing active damage
You can see the red as they kill say deveourer
Although I don’t see them miss the boss for long enough for combo to reset
yeah and you can see the other health bar
doing the same thing
just use another boss health bar for other mods then
And the red to empty leaving just the yellow
there are mods that already do what you want they just aren't MGRR just get one of those
Actually this might be very visible during a giant clam miniboss fight with appropriate power gear
Ok I think this need to be restated again:
Regardless of how much you like calamity's hp bar, there is absolutely no reason for calamity to make a separate mod for it.
And that it the main reason why this suggestion is controversial: there is no reason for Calamity to specifically do it by taking out a feature in there own mod (which they are not even the original creator of as it is obviously referencing mgrr) and try to sell it as a separate mod as 'calamity hp bar'
Which is why as I said it is more likely to happen if you just ask anyone capable of modding to do it instead of the developers of calamity (because suggestions are implemented by developers of calamity, not random person)
It’s clearly metal gear rising revengances health bars yes, and that’s what it will be called, again I am not asking for this to be cut from calamity, rather that this feature be duplicated for standalone use.
I have
there are so many boss health bar mods they exist they have what you want
All I found was mod that opens metal gear rising when you get hit
dont look for mgrr just look for boss health bar
Then why are calamity developers obligated to do it for you? When anyone else who know modding should also be capable if it is as easy as you say
Eventually people will just ask for "calamity qol mod" where all calamity related content is removed
And only the vanilla changed stays because people like them
Because calamity already has the code, why spend time remaking a polished feature that can be client side when the code is already there
Just copy and paste (not how I am not saying cut and paste) the code
For the health bars
Then it loops back to here: why are the calamity developers have the responsibility to post a MGRR health bar just because you want one and there is no one else doing it?
Because it’s easiest for them to make just copy paste done
It is not exactly that there is a lack of hp bar mod, it is just the one you specifically want didnt exist (and at this, it isnt even calamity related since calamity do have hp bars)
So the basis becomes 'a calamity suggestion for when I dont have calamity activated'
It is not about how easy it is, it is about why should they do it
Currently there is no reason for them to post MGRR hp bar as a separate mod unless a particular developer is a fan of MGRR and want to share it with other people through a separate mod
If every single feature in calamity (to become a separate mod) is a valid reasoning for suggestion then people will just ask for all of them to be singled out, vanilla recipe, base speed changes, vanilla enemy nerf... Etc etc, and you will just have calamity developers being held responsible to post all kind of qol just because 'they have the code'
If they are truly 'on high demand' as you say, then other people would had already done it
Not their job to add a mod like this
You could also just make one yourself 
also
! !
wacky
Yay thanks so much, this works with most recent version of tmodloader??? If so thanks so much, if you desire i will delete suggestion.
it's a texture pack so it works with basically any version of 1.4 i believe, but you'll have to enable/download it first
Ok I deleted suggestion
that's a bit rude tbh
@maiden narwhal how about you look at the fuckin rules and actually read the damn pins
at least we arent using the older sprite(s)
calm down cog but yes indeed

we are
yharons sprite is pretty much one of the oldest boss sprites in the mod
isnt there an even older one
if there is it barely had any differences
tbh I wish they still kept it as a phoenix + dragon for the new resprite, rather than pure dragon (or something) and keep the revive (basically the only boss with 2 health bar)
but ya since it is a revert change so it is what it is
I think it is the actual oldest one yes

It still is a Phoenix dragon tbh
The wings really give it away
I did like the revive quite a bit, it added a lot to the feel of the fight
but it's Fab's preference to have a boss's full HP in the bar and therefore it will never go back to how it was before 
just what if... yharon have a special hp bar that basically have a 2nd layer as 1st hp bar deplete?
that way the hp bar still communicate correctly how long the fight last/it has 2 phase
Potentially a good compromise, but I personally liked that his health regenerated for P2
The surprise plus the fact that it appeared to undo your progress made it feel like an "oh fuck" moment
Alongside the swelling music shift
same for dog
i wish there was a way to do the DoG fight again with the sentinals after the first time you go through it
sorry I mean that the hp still decrease for the 1st hp bar, but it is observable that there is a "2nd layer", then when it reach 10% or something it regen the entire hp bar and this time as the 2nd hp bar depletes it no longer have a "2nd layer" left behind
hell no sentinel phase fucking sucked
Sounds a lil weird but, maybe
i like it :(
sucktinel phase lol lmao
plus it lets me just beat them all up in one fell swoop with better gear
DOG phase 1, "bug phase", DOG phase 2
Insert meme about profaned guardians here
profaned guardian is an ok fight now
I meant the phase lol
oh, ya old profaned guardian was
In Provi’s fight
the guardians felt lazily added in
and now DoG also have cosmic guardian "head hitbox extender" phase (though not so much of a phase)
boss minions appearing in their boss's fight is cool conceptually but it has never actually felt good
Plantera?
plantera is more so an extension of the boss itself I feel
what
same with seeker in scal
That’s prolly why it’s not as shit lol
i meant like. sentinels + dog. guardians + provi. plantera doesn't like. summon the Eye of Cthulhu in the middle of the fight or something
true...
sentinel phase sucks, but dog attacks that resemble sentinels would be nic e.....m
there was this mod a while back on 1.3 and it added one joke boss, that being draedon. it was literally just a giant 🚆 shooting blue skeletron prime heads. this boss should be a real bos imo.;...,.;.;,,,
add in hypnos but he summons the original 3 mechanical bosses
just give everyone teeth while your at it
Signus already has teeth
The new rework just makes the sprite less. shit
needs more teeth
someone should code that it would be cool looking and never seen before
what if YOU coded it
I want a mod that allows you to use The Pack as an accessory
Idc what it does
I just want it
hang on isn't the whole health bar thingy like the celestial pillars kinda?
kinda yeah
since cal dont have hp bar for pillars so I didnt thought of it
the rocket launcher??
speaking of the pack
Yes
the other "the pack" had been garbage for a long time right?
I also want a mod that gives Ceaseless Void realistic teeth
Give him one
oh god donor item
I need this mod
but I guess since it is just a buff (and that is counted as balance choice) so it should be fine?
@inner anvil Holy shit quad tesla exoskeleton is cracked
That's like old Spine levels of cracked
i think i remember this being talked about before?
I thought that was pre-nerf
another one that is absolutely cracked is gael, though pretty sure that one is known
Gael is sub 3 minute exos easily
Ho-oh lookin ahh
its a post exo weapon
we dont really care how good it is for exos then at the moment
Gael
Is death mode SCal drop
Wat
gael is busted yeah
It's sub 3 minute exos with very little effort
it is on nohit timer on balanced gear, AND without using rage
wtf is a gael's greatsword
idk but it sounds great..
Let me show you how fast is it
more like melee speed bug 3
trueee
yeah it is great, abit too great
300 maybe
@eternal escarp @distant gyro Gael's Greatsword is a deathmode scal drop that's 6 seconds above MNL with tester gear
93k average dps 
and no rage right?'
I mean rage itself wasn't used
The rage ability (the one that shoots the skulls) was used thrice
and gael is free rage which makes it potentially even more absurd
oh ok so at least that is accounted for
Since I was careful with the ability to just not use rage
Since it's a 30 second cooldown with no indicator for some reason
Used it at the start to nuke Exo twins, used to to help nuke Ares in berserk, and used it to help chip exo twins down when they spawned after thanatos went to 70
eh
I can do no rage ability if you want
how is 3 charges of rage on violence
Like, using rage with Violence three times?
or however many you'd take with rage normally
Bc Gael's doesn't use the rage damage
It replaces the rage meter with a burst of skulls
it doesn't but it's tested without for similarity sake
How did it become better after a nerf?
I can try no rage ability
Fk if I know
using rage with gael would be like using rage with any other weapon
No no no
a skewer
the thing with gael is gael automatically generate rage meter
I'm using the rage ability
Not the rage mode itself
so the only thing require is press the button, unlike other weapon where whether you have rage depends
rage automatically generates with exos anyway?
gael itself ensure you have rage (unlike other weapon which you can, say just run away and rage meter will drop down)
The rage thing with Gaels Greatsword shoots out a burst of skulls instead of using the rage meter itself
yes i know that
do raged violence, no rage violence, and no rage gael
Could of used the rage ability more if there was any indication for it's cooldown 
Kk
Rage Violence first (4 uses of rage were used)
No Rage Violence 2nd
No Rage Gaels 3rd (WAIT WHY WAS THAT FASTER WHAT) (I blame Thanatos)
Retested Gael's with rage and it was 2:20
So the rage ability sucks
Gael's is just death
Yeah
The weapon itself can get under MNL with tester gear
Gael's is Rancor 2.0
Doesn't help that Ares likes to die mid blender and Thanatos mid GDR and twins just don't live long after Ohio
I tried it too (because I was bored), but ya about the same
3.47?
doesnt sound very cracked
scal is supposed to be 5:00
nohit timer (mnl) and the boss supposed killtime is different; mnl is much shorter
Incredible suggestion and reasoning
oh right I just remember 1 thing that is so minor that it is faster to just change it instead of suggesting for it
endurance buff should be '10% reduced damage taken' (though vanilla is also like this, calamity is just 5% instead)
you have alerted the cursed being
you can't do multiple suggs about the same thing
“Make a massive mechanic bc (insert nothing)”
the character can't speak it's a technical limitation
the terrarian only communicates in strange hurtsounds
and eating glass
mmm tasty
@tidal epoch cut down on specific ideas for interactions and focus instead on why the idea should be added
Ok
Ehh, I still need to wait, I just wanted to add examples to every point, the rest were like 1/4 first the message
You can just edit the sugg
true
Your sugg kinda needs to be in a single message
you don't need examples
Ok
But being honest I wanted to give a point with adding some just to get a good look to it, but give me a sec
Wait... Can I get an excception this time? I feel like the examples are part of the pint
no exceptions
Ok
there are a few exceptions, provisos, quid pro quos
that AND violence
but yes
Done
👍
about damn time!!!!! yaho
like dead by da
still seems like way too much effort to be reasonably implemented
Do they know? :clueless:
terrifying
if there are actually plans to make NPCs useful, cool, it just seemed like an "outside of what cals wants to address" problem like fishing and farming
like we know they're issues but it'd be a lot to fix them
the user lacks critical context to understand what the other user is referring to
The user lacks critical context to understand what I'm referring to.
The user lacks
The user
The
e

I mean, is like a general menu to all npc's.
You click a question, get text and it dies there to click other option or close the mini-menu.
Like with Cal reforge
god
@tidal epoch Your suggestion is in dire need of more reason why and less specific examples
Why don't we just add more lore-related dialogue to their existing chat menu? Why does it need to be a whole new menu?
(which we already do a bit of, by the way)
If i had to guess i think he wants more immersion
The lore is complex like the abyss.
So it can get skipped if we get like 2 line dialogue every 100 talks with an NPC.
I completely skipped like 10 lines in my first time and kinda talked a lot with the NPC's
So I tought that the "Chat" idea or a dialogue system were a good idea to get a better aproach to the Lore, via the characters, even to know them better.
Idk, I mean there are other ideas to it, but in RPG's I kindda loved to talk to NPC's and with Calamity's lore being so Complex I tought it was a nice Idea
and turns out terraria is not rpg, it simply dont work the same
And I mean, I thought that was enought reason, I mean, its a text mechanic to tell the lore via NPC
assuming the player plays vanilla before calamity/modded, they are already used to NPCs simply not have extensive dialogue like this, let alone important lore
It wasn't a sanbox rpg?
so inserting 10 blocks of text here do not really work when the player is not even expecting it/not even gonna check it out, just because of their experience from vanilla
the better way to integrate lore (for terraria, imo at least) will be to integrate it as some form of "background lore" not through extensive rpg style dialogue
basically show, don't tell
Not so much extensive, I meant at least 3-7 questions per NPC, some explaing something, a joke or just their toughts as habitants of the world of how the acid rain enemies can kill them in 1 hit on post moonlord
And its not like they need portraits, just like text and that is all
3-7 is a lot when the players' expectation is 0 (literally, because 99% of vanilla NPC beside Guide do not have any use whatsoever for their dialogue)
in a different context I feel it is fine, for terraria it do not fit
Idk you, but I Disagree, I read the dialogue a lot
And If you don't know it it gives a shiton of inmersion if they react to an event, so a direct reaction in a mechanical interaction can give a lot of an idea of whats happening
the
the amidias help dialogue 
And also it can help to get extra details on who tf is daedalus or who the hell is braelor.
Also the amidas help is more of progression, it doesn't explain the sunken sea at all or that calamitas sealed silva, damn even I never understood what were the crags or the astral biome until I saw the wiki.
why will the player care about who is daedalus and who is braelor?
it have 0 impact in the game, it is literally just piece of lore that explain the background of a background character
The lore gets ignored as hell and terraria were simple enought to be explained via externals like the bestiary, but that doesn't means that the dialogues did nothing, because of the complexity of the lore a chat option can be something great to give a massive impulse to the lore on Calamity as an Internal explanation and Draedon / Boss items as an external
most lore got ignored because they have no impact in the game, nor is calamity trying to tell a story
if they have a main quest/main story then it is different, the thing is it is not
therefore lore is just for flavours
and with the current stage of the lore, most of them are just explaining "cool stuff happening in the background" rather than "interesting stuffs happening right now"
gotta wait til the biome reworks/lore rewrite
99% of player who never touched calamity will not care about who silva, braelor, daedalus, statis is
Excuse me, There is no fun if you dont understand nothing, as I said terraria were so simple that only dialogue were enought, but a game looses a ton of potential if you make a super complex lore just to kill random monsters without knowing what the hell is happening and WHO THE (CENSORED) is Yharim and what was his story.
Like, we can't know the villain in game and reading the wiki puts away a lot of the experience of learning mid-game
yharim is easy he's the guy we're gonna beat the shit out of at the end of the game
plus draedon diagrams + lore items
terraria is a game where you kill 43 interesting bosses and progress the game
so no, they dont have to understand the lore in order to have fun
in fact now it is the exact opposite: you should be trying to make player care about the lore first before just shoehorn a bunch of lore NPC dialogues
cal, drae, and yharim all have build up naturally from gameplay, the rest of these guys are basically just posers that are barely relevant besides like. silva because abyss
and the easiest way is of course to make lore more intergrated into the biomes/bosses they discovered
people will not find lore interesting from some NPC dialogue, especially coming from a position where they do not care about lore in the first place
For example, calamitas dialogue makes no sense if you play blind as I did my first time.
It just breaks the whole context out of the window to see her telling she were suffering when you dont know her brothers and all, even worst, she talks like you know what happened at all like you must know it during the fight, so if you dont know about the wiki, bye-bye context
things like the new brimstone crag biome rework that have a crack from the abyss with a waterfall connecting into the biome: that is the stuff player will want to find out on lore of how it is formed
Lore is not real.
Like, it feels empty to have a climax like a TP
not "actually pumpkin moon is a secret ... monster ... lore causing the event"
Like, climbing a mountain getting in the end on the first step, and Terraria IS INTERESTING, like Calamity adds so much that the sole thing of the lore being ignored is bad.
vanilla doesn't have lore it has funny jokes
red has contradicted himself so many times i dont believe there any sort of actual comprehensive story behind terraria besides "oh this is mildly interesting, make it canon"
This is because they never get mentioned and 100% got intersted with the armors, like "WHO IS HE?" At the same level with the D. Stormbow
Yep, but in terraria moonlord gets explained indirectly, in calamity I have never seen a Yharim's mention exept for "the tyrant" and we don't know who send the lore items in a blind game.
Dude, the lore is what makes it fun to me, the history sound awesome as hell, why the toxic taking, like, really, this game is good and the lore is interesting.
As I said, you are not all the world and I care about it because I like to know what is happening, ehat you say its "optimal" is like playing FF6 without dialogue
better lore integration is planned
however i wouldn't say just giving the npcs a separate menu to text dump you is the correct way to do it
Maybe, IDK, i just feel that the vanilla dialogue is so RNG that you can get the same dialogue 100 times in a row
because its flavour text, its not important things you are missing from those tbf
I skipped a lot of diferent dialogue with the "I will be the best father figure you can even imagine"
(except that one Luck message from the wizard which is a bad exception
As I said, lore integration in a consistent dialogue system sound nice on my head
ok since this is obviously gonna be a complete parallel opinion situation here, I will just state my reason why I am against the suggestion:
personally I like lore, and will love to have it be more integrated into the game
however, I dont feel having NPCs speaking about them is the best way, because of the reason you mentioned: people are so used to NPCs being useless dialogue-wise (because of vanilla) that they will not bother checking, they are not the best place to put lore into because they have much higher chance to just get ignored
therefore imo if lore are to be implemented, it should be somewhere else than NPC dialogue; thats about it
I like the approach Terraria’s developers have taken where they don’t have set lore. You can make one up to connect things but I enjoy freeform lore where whatever explanation I make is correct in my eyes.
Tbh for a game like Terraria I kind of agree
Similar to the Bloons games and Minecraft
However in a mod like Calamity, where there is a clear attempt at a story that you're playing through, a concrete lore and story is important
@hardy tendon the mod is moving away from having challenge-locked content
this includes nohit rewards
Also there was a nohit item prior to it being removed @hardy tendon
If you want something to help with nohitting download Nycro's Nohit Efficiency Mod
i don’t want help to no hit bosses and stuff
i just want special weapons or accessories if i no hit it

you should read the pins then because that would be explicitly against the suggestion rules
lol
The suggestions are bountiful today 
calamity players basic reading comprehension challenge (99% fail)
I’m surprised Carlonix’s sugg is still not exclaimed for having very little reasoning and possibly taking a long time to do
wouldnt be the first time something lingered in sugg posting lmao
There we go, got it
Yeah
I blame pisscord
should have an option that's like "Who're you"? and it engages you in a pseudo mini discussion line with fake choices that dont matter but worldbuild
VN


something is happening behind yhe the curtains
Quick time event to select the correct dialogue to progress the conversation
If you failed the NPC gets unhappy and increase price permanently
god of war flashbacks
@bright crag Phoenix Flame Barrage is... Really bad
What else is new
Your accessories seem pretty mid
Only one true offensive acc...?
I'm not entirely sure but I think I covered PFB
Though, what the weapon truly needs is a rework
Though what even is a good postDog pure offensive accessory (except class one), dont really have anything that come to my mind
Amalgam and DSA I guess? And RTN maybe
I feel at that stage mage is just lacking accessory besides just 15% damage emblems at that point
Okay give me more mage accessories
What am I supposed to use?
Chaos stone can work but that one is only worth on super high mana cost weapon
Yeah
RTN is solid
RTN can skew shit bc Armor pen is a terrible mechanic
Chaos Stone is good too, but it can be funny with high firerate weapons
Wasn't using Amalgam since I have a dodge
Just retest with RTN then?
RTN over Affliction or DSR?
DSR I think
This talk just reminds me that before I start doing the full test of Mage, I'll need to go over which setups are "average"
Including accs and armor
Yeah
Pre DoG two of your offensive slots basically has to be Mana Flower or an upgrade and your normal mage accessory
Also another question: Why does mage have no crit
mana flower?
ur mad that im right
You're late
The Don't, the resprite, or you being late?
Twas a joke
okay
But yeah Yharon does have that redesign in the works already
Wdym?
It'll get finished eventually but probably not soon
It's a big undertaking, and the artist who was working on it is not on the team anymore
^
why isnt he
It's not that simple
is mana regen really not enough
*she And it was mainly burnout, losing passion in the project
I had been thinking what if just change the sandshark and rtn to be just inflict armor crunch on all class
okay
That way while it is generally stronger at least it will not have supernormal performance on high fire rate weapon
would be inconsistent with normal shark tooth necklace
and it would be kinda weird to change an iconic acc. like shark tooth
Then at this point just delink it from sharktooth yeah
Since they are already not upgraded from stinger necklace anyway
hrm
"hrm" to this
yeah I figured
This is not "hrm"
it's extremely unlikely to happen even tho I would love it to
post-plant is kinda bloated as is and doesn't really need another miniboss
GSS will eventually get tier-shifted, that is in our plans
I thought I remembered that
.
what is your banner from
Omori
okay
@bright crag Exos. Need to make dinner so will do SCal later
Armor pen is a dumb mechanic
Not too much better, but better
Why does Melee/Ranger/Rogue generally have 70-90% crit on everything post DoG and mage has 57-67?
No it's a full minute better
Armor pen is stupid
((I dunno what ideal Exos killtime is))
6:00
Also here is all of the boss kts
Phoenix has tons of lil projs
Because silva just have lower crit iirc
Because half the armor is used for summoner
Ic
Slap a ton of crit on the mage helm
Can just give the mage helm more cirt
It is also a wonder that ranger auric just have 30% crit and damage
While other class is 20
arcane flower (the combination of mana flower and putrid scent) should give about 3% damage and crit yeah or nah?
Theming I guess?
Ranger weapons often have high crit chances too
As well as acc
And might focus on sniping like daawnlight and all the various sniping weapons
buffing mana flower is entirely unnecessary
True
why?
It's already a vital mage acc
the accessory is a braindead way of ignoring the most vital mechanic of mage
managing your mana
currently magnet flower is better in every way since aggro reduction is useless
arcane doesn't keep putrid's effects but it does increase mana reduction from 8% to 20% already so ¯_(ツ)_/¯
its 12% now
Okay that's what you mean
The Mana Flower upgrade choices
wait is it 12% and not 20%
yes it was nerfed, magnet flower is 12 too
Calamity nerf
Ok god slayer is 35% damage 30% crit
Silva (mage) is 47% damage 33% crit
blame cal's focus on boss fights instead?
no calamity change, vanilla has it at 8% still
ugh fuckin
the wiki is outdated gonna go fix that
Huh I guess the weapon itself have lower crit then
That or just lack of crit buffs on accessories
ok that should be fixed now
Quiver and Scope is like 20% crit, no?
Ranger just have a lot of crit in general because of scope so probably not the best reference, maybe use like melee
oh wow I never realized putrid scent is just. free damage and crit.
what a weird accessory
actually...
5% damage 5% crit generally is worse than emblem 15% I think, unless you already have emblem and want damage stacking
10% each so i guess that would be 20% total if ur using a bow
Wait quiver is 10% not 5?
Recon Scope and Stalker's Quiver are 10%
that accessory is so funky
Sniper Scope is 7%, Magic Quiver is 5% and Molten Quiver is 7%
Tailsman is 5% crit
lmao ele quiv gives less crit than recon that's funny. i suppose it gives 15% damage instead of 10% but i dunno which is better for pure damage
Crit is better
The closer your damage is to your crit the higher your dps; since you generally have more damage than crit therefore crit is better
ele does give reduced ammo and increase proj speed too, so i guess that's the tradeoff
plus it isn't bow restricted
Nihility is still better than Recon tho for Obvious Reasons
Deadshoot broach on the other hand is just mini ele quiver with 5% less damage
Nihility is very situational last time I tried
Unless there is specific weapon that can benefit from it
Nihility I just found like outright bad without lum arrows
In which with lum arrows bye bye you poor fool
Last time I tried it on was monsoon + luminite/bloodflare on dog, on both it is better to just use an emblem
On yharon it is maybe ok, on other boss you cant really position properly to maximize its usage
Alluvion + Lumite with quiver on Yharon I've seen do dumb things
Not as dumb as Karasawa + Rubber Mortar Rounds but dumb
anyways balance aside can we kill mana flower even tho I just mentioned that shark tooth necklace, being such an iconic acc would never change

Can we remove armor pen as a mechanic
Mana flower is needed on some weapon so probably no (aka prism)
At max make the mana sickness downside bigger/scale faster I think
i personally dont use flower since i do think its just a slot waster but arcane flower should atleast be as strong as its counterparts
Have fun doing that with Yharims Crystal
it'd make it less of a braindead weapon where you hold left click
Pressing manually = you have to press it before you run out of mana, or the weapon stop = significantly lower dps
also yharim's crystal is lame anyways
(and no carpal tunnel please)
I will rather take a 75% mana sickness than having to press mana pots manually, it is just 2 extra thing you are forced to keep reminding to do
1 to pay attention to mana (always), 1 to press the button
do you really have to pay attention to your mana with current mana flower
yea thats fair, i use mouse 4 for quick mana and think im pretty quick about pressing it when im of mana but there is still a significant amount of time were im not attacking
No because with mana flower you dont have to
But to press manually you have to (with prism/hold button weapon) which turns out often are also the highest mana consumption weapon
that's the problem I have with mana flower
that you don't have to pay attention to the key component of mage, MANA.
Okay? And I don't want to be pressing my quick mana key every 1-2 seconds while I'm trying to not fucking die
You still get the downside of mana sickness, it's just automatic
The thing is that you will manage without mana flower on most weapon, but on some weapon it is essential
Therefore to not make those weapons unusable mana flower should stay
Because the alternative is to stack mana cost reduction, which good luck after they just nerfed the 20% ones and arcane being really terrible right now
aetherflux needs mana pot spam? even more of a lazy weapon then smh my head
then maybe rework the weapons to be less. hold left click? that or I'm underestimating the current max of mana sickness
what is it currently?
It's a 25% damage decrease at max iirc
blegh
in cal?
Yeah
At this point just make arcane have stacking bonus or something
Like having 2 arcane accessory = reduce mana cost, 4 = higher mana regen, 6 = fixed mana regeneration (eg: 5/s even when using weapon) or something like that
weird
It's like 16% minimum
Also iirc mana sickness is 50% max, and a multiplier to your damage not just -50% damage
I assume they changed the formula cuz in vanilla it's 50% max
so like 4% buff is kinda weird
It is not shown as 50% since right after you consume mana potion it fall off slightly
if i had to guess probably not
Aetherflux pretty much needs Chaos stone 
is it just me or do more people not like chaos stone
My 5:30 Exos kt with Talisma/DSR/Affliction would like a word with you
Outdated
Impressive
Even with 2 stat sticks you got under killtime
I mean I don't like using RTN if I can avoid it
As long as an item barely affects the player in a negative way, people do not like it
I don't use Amalgam for exos testing since I use Void Sash
i should use it more but i either forget it exists or use a different accessory
Can go Talis/RTN/Chaos and see how crazy Aetherflux can be
Yea the issue with Aetherflux is that if it gets buffed without considering the horror that is RtN. It becomes “perfectly balanced”
It is crazy as shit, go nuts
Aetherflux doesn't need RTN
Phoenix Flame Barrage needs RTN to be 30 seconds over testing time
what does aetherflux do with rtn
Well better keep it that way
And just see how crazy it gets
That's for exos but yeah
Thanatos
Is pain
Fast weapon + RtN = HORROR
And the opening for Thanatos needs a full overhaul bc it's dumb
i can see why
I still like the sandshark/rtn become armor crunch instead of armor pen idea ^
that extra 15 armor pen is stupid
Hmm it at least does good on the other 2 mechs right?
Great for Ares, decent for twins
Cuz not everything has to be on killtime if it shreds the others
just have to delink the line from sharktooth necklace, which can be done just by renaming to like "sand sharktooth medallion" or something
Aetherflux is garbo on Thanatos and it still shreds
Sounds just like the Pan (pre-nerf)
And people say mage is bad 
yeah mage is only bad for DoG
Eidolon Staff and Victriolic Viper both being a minute or more under testing time
Would like to have a word
oh yeah
mage still has darkspark at the very least
yeah viper is decent
never tried eidolon
Viper and Eidolon are both better than spark
i keep forgetting eidolon staff exists
Viper by 20-30 seconds, Eidolon can get 2:30 if you can manage the lag
i gotta use eidolon when i get to DoG
how good is eidelon on OD?
Can Thanatos die
Or at leas the openings mechanic cease to exist
It makes P5 Thanatos increasibly inconsistent and I hate it
what mech has the lowest hp? i feel like its thanatos because hes always died relatively fast for me
thanatos has the lowest HP and (literally) negative DR because of the opening mechanic
Thanatos is prone to being melted bc he has no DR and a stupid mechanic
(also need to try eidolon staff on OD)
I doubt it's any good for OD
OD it weird in that burst damage weapon is way better than consistent damage weapon
Great job, do scal now
Also, Thanathos might get looked at when combo attacks happen but that will be a very long time
I've said that ever since I fought exos for the first time, but no, it's apparently """intended"""
i gave up tbh
Me when Tarragon Darts SOMEHOW shreds OD resting phases despite not being a worm
I want that item reworked so bad
it really is
the vents are fine
Oh yay, the hearts will be fun
No bc it just insentivises melting Thanatos and some weapons become absolutely unviable
hmm, that is kinda true
i dont really think its such a horrid system though
just could be changed a lil
definitely not optimal because I dont play mage
at least it have the added benefit of making the sharks useless by freezing them constantly
hmm, seems alright
(oh wait OD killtime is 3:00, so this is ok)
but i dont think it existing on tier with DoG is okay
its not even "use it in a specific way to make your game lag"
it is post polter right?
oh frames
i wonder how many fps i can get down to by using eidolon staff on DoG
good sugg
I still remember the old phantasmal ruin on DoG, it was funny
use it on an average PC and you drop to 20 frames
why did it even lag?
ah
I remember bringing up reworking it to work more like thanatos' exoskele so you could choose what variety of spells you cast
thanatos exoskeleton lo
but yeah that sounds good
or even just left/right click functionality split
@grim tusk I am not doing that again but 1:26% death should give you how Aetherflux is on SCal
Sepulture sucks
soon™
Aetherflux does -2 damage to the hearts regardless
that is roughly 2 more damage than oracle on hearts
wait I remember aetherflux actually being ok on hearts, let me check
Setup I'm using for this
It's one of the slower options that's for sure
Just takes awhile
yeah I will just yoink it
same
I really love that the wand and void vortex are kinda just. the only original weapons post yharon for mage (not counting post scal/exo)
I just dont play mage for a while since for a long time potion selling npc dont exist and you have to maintain mana regen and magic power
and have potion selling got added I havent do actual pt (besides nohit) yet
Oh I just only use magic power/aureus cells bc I don't sit there and wait for my mana to regen ever
LOL
Also this looks fine (Maybe even slightly offensive)
Oh there is no mana flower
That's why
also no mana regen band (mana regen band my dense accessory)
I wish vanilla had a suggestion channel because god what the fuck is celestial cuffs
ok there
finally 1 time sep dont stand in the way (glad it is getting removed)
basically positioning matters alot
simple; bad!
Does Calamity have any plan about interaction with shimmer in the future yet?
no public plans (if you're asking to suggest something, don't bother, future content is a Don't)
aside from making rod of harmony (and only rod of harmony) post game
Ik, wasn't putting suggestions
@dry sinew that is a planned thing when TMod has support for achievements
oh neat
lmao so many "add a feature tmod doesn't have support for" suggs

night time provi is a good example imo
the rest are, ech yeah
collect every armor set seems
weird
you could probably just add one for crafting auric armor, some other small stuff like what vanilla does
it could help guide players through progression in a lot of places
@tame mountain preferably wait until you've tried out/seen future content in-game before making suggestions about it
okay, sorry
don't worry about it
if we get to the crag/sunken sea overhauls and they have no custom backgrounds you can suggest it again
they probably will though
okay
@fathom aspen i think its planned
It's planned? Oh
Keep sugg
Okay
I hate that emoji so much
Isnt that the beauty of it though?
tbf craig i think is gonna try and get new backgrounds but hell overrides nearly everything, and for sunken sea ur... not supposed to break the background walls anyway so like??
Sunken Sea Pylons crying
sunken sea pylon going to HELL
i dont even think it exists yet?
oh nvm it does im dumb
i remember something being mentioned about it
strongest "um well vanilla doesn't let us replace hells bg" user
versus weakest "almost nothing is impossible with mods" user
u could make the game stop running if you really wanted to and it'd be super simple
shader bomb
Personally I think RoH should be post-DoG and give the summoner damage penalty.
I'm saying I think Rod Of Harmony should be Post-DoG, not endgame
what did they mean by this...
why only post dog? make it pre mech so you can cheese more bosses with it
Tbh infinite teleports sound a lot more OP than they actually are. Same with Insignia (in vanilla, the change is justified in Cal due to tracers being a thing)
???
The only class it'd be OP for is summoner

just keep teleporting in one direction to dodge everything
So? You can't hurt the boss while doing that. It'll just make the fight a standstill
ok consdier
quickswapping
have u seen nohitters n all
they can swap to rod , teleport, instantly go back to damage
I know. I do it myself. Doing that once every 15 seconds and once every second or so is different.
exactly
and i mean even if it stalls the fight like
if theres an attack you dont like dodging you can just freely dodge
w roh
and then go back to attacking inbetween attacks or when the attacks get easier
Fair point there
I guess I was assuming that you'd either spam it (like you said here: "just keep teleporting in one direction to dodge everything") or use it barely ever.
Summoner 
I was suggesting RoH should give the summoner damage penalty
RoH will be a situation similar to pre-nerf Glorious End
well u can spam it and then stop for a while
That also gave dmg penalty
also its just a damage penalty 
But who gives a fuck if you cant die
not a full damage removal cuz itd be weird
Wait, Glorious End's I-frames got nerfed?
having a summon out and just waiting longer for the boss to die, if you still can have a free fight, some players will just do that
and get bored
but theyll do it
i mean
True
it depends on how fun the boss is to fight, cuz if a boss is fun enough playters wont want to cheese it as much
Yes, you are no longer immortal
I guess postgame is a better idea.
Ok, good. Never used that thing for that purpose so I didn't know, I just watched Git's video and thought "huh, that's a thing I will never do".
make RoH post dog
make it not usable during boss fights 
Although you could still cheese AEW or Boss Rush with RoH if it was postgame.
trolololo
AeW just exists
also AEW isn't gonna be a superboss forever, but yeah RoH would help with Boss Rush
Am I the only one who liked that recalls didn't work during boss fights?
i mean u can just not use it
thumby!
99% of players wont use recalls during bossfights
^
but a lot bigger portion of them may have gotten annoyed in mutiplayer when others were doing bossfights while they were doing other stuff
Except to break sequence with tissue samples and scales
and when you forgot some gear
you can do that without recall
like leaving the game
dying too
leaving the game now kills you
u dont need recall u can just DIE ⚡
ye
True, but this made the answer less obvious
uhhhh and
niko oneshot?!/!1? in calamity mod?!?!?1?
I guess I don't have enough experience with larger servers (or any for that matter) To think about that. Just small servers with friends where we always fight bosses together
true
Will it be changed to be actually good, or will it become an actual boss and still suck?
i dunno lmao
Fair
imagine i sent agni fire punch
i wish it died
the fight being good/bad is subjective anyway lol
kino
and just spawned to kill you and and despawn
subjectivity is too mid u can still figure out some general consensus
Then just make it immortal lol
i mean obvs but asking like "will the fight be made good" is like. idk man ur gonna have to play it when it gets changed and figure that out
Quality is subjective mfs when content can actually be analyzed objectively to determine its quality
OR watch the public react
i havent foguthe it myself but from seeing clips AND seeing the public reception it doesnt seem Kino

True, but it feels like the devs just slapped random things onto an enemy and gave it stupid HP and damage. More like bad in that way because obviously you can still enjoy it
kino
it's kinda supposed to be dungeon guardian 2 so like
I think the only bad thing with AEW is the horizontal lightning dash
(I wish it was just that)
AEW has Lunatic Cultist attacks just like how Dungeon Guardian has Skeletron's skull projectiles
like when you use RoD in the abyss it just spawns from nowhere, instantly rams into you and kills you, and leaves
Since the reaction time needed to dodge it is, unreasonable at times
Spawning is pain fair
Spawning can suck, the horizontal lightning dash has no telegraphs and is unreasonably hard to dodge
tbh i would like AEW to become an actual boss but like. with more time and effort put into it because it is a really cool concept and spawning method for a boss. just needs some of its own attacks that aren't just LC's or upscaled baby wyrm's and drops besides halibut cannon
Definitely
oh yeah aren't eidolists supposed to not be related to cultists anymore
eidolists or wyrm idr
Why shouldn't they be? They have the same robes and stuff
i think they meant the wyrms
eidolists obvs are tho
they literally drop the LC spawn item lmao
Don't the Eidolists worship the worm though? I think Eidolon literally means something that is worshipped

well
maybe
but consider
: Yet another post ml endgame boss
Okay but then it's more unique





